The Star • XVII

This card obviously cries out Tommy Muldoon for sure. It might be so obvious actually that it might not even be worth writing this review in the first place. Sure +1 health and sanity is a nice thing for a couple of allies that do something when placing a damage on it like Agency Backup or the good old improved Beat Cop but with Tommy all those allies net up to +2 Becky bullets or cash, so I would say auto include for Tommy. Improves the quality of every asset with health and sanity though, so this works with Key of Ys or Guardian Angel or also Leather Coat and Cherished Keepsake. Since this is a pre-release review, this might change, but otherwise I see some potential using the tarot slot in a new way.

thakaris · 199
what this also does is throw alot of power into the 1 health 1 sanity cards, if you are running star anyway to boost beatcop fine clothes and ward of flesh both look a lot stronger. — Zerogrim · 295
Butterfly Effect

Here are some combo for this card what I think. Note that this card only works with symbol (, , , , , , , ). If you think combos with /, you may consider Sun/Moon of Favor. Additionally, you always trigger the condition of this card by Sun/Moon of Favor.

  • General usage

    • return important skill card at failure test, which is exactly same as Try and Try Again
    • return over-commited skill card, especially at .
    • commit if a skill test would be failed by 1~3, which is similar as play Lucky!. Note that you cannot prepair the highest Numeric token such as -4 in normal difficulty, so that this card is less robust than Lucky.
    • commit a skill card at success test to gain bonus of the skill card.
  • Card-specific usage (except signature/investigator)

  • Investigator-specific usage
    • Stella: commit Neither Rain nor Snow at , to avoid terrible effect of failure. (encounter test, attack to the enemy engaged with another investigator ...)
    • Minh: commit any skill card at ; then, return just commited skill card by effect.
    • Amanda: return skill card beneath her; then, recycle that skill card for next round.
    • Silas: commit skill card; then, return just commited skill card by his ability. Definance(2) may be a good target for this.

I think there are more combo in world, and I'll add if I find more :)

elkeinkrad · 500
What our group has found Butterfly Effect invaluable for is simply letting us account for nasty symbol token effects. Quite often we’re willing to fish on a test without guaranteed success, or even when we’re aiming to fail (i.e. for “Look What I Found!”), But we are less concerned about the tempo loss of failing than the nasty ‘of you fail’ effect on some of the tokens. Butterfly Effect let’s us take those tests knowing we can avoid those nasty surprises. Sometimes it’s also just a pseudo lucky. Nothing fancy, but it puts in work for 1xp. — Death by Chocolate · 1488
Ambush

The main problem is that you cannot be sure that an enemy is spawned at your location in mythos phase. If an enemy is not spawned, you have to plan that you don't move one more round, or discard 2 resources and Ambush; both are bad. On the Hunt & Let me handle this! may help this work, but both card don't guarantee that a enemy is always spawned.

However, it is another source of damage in mythos phase for Nathaniel. Because Nathaniel has very limited cards which can deal damage in mythos phase, this card always guarantees 3 damages without any loss. The fundamental problem can be solved by Gloria. Gloria can look encounter deck. If Gloria looked encounter deck, you can be sure that an enemy must be spawned. Then, it always works! Also, Gloria usually wants to look encounter deck, this has no additional cost like On the Hunt and Let me handle this.

I think Ambush is good card for Nathaniel & Gloria pair. Also, it's good even if only Gloria exists (of Gloria herself).

elkeinkrad · 500
I wish this card included Hunters in addition to spawning. I have never been able to justify putting it into a deck. I like the idea of 2 untested damage but it is too situational to be useful. — The Lynx · 993
That would be cool for a level 2 upgrade of ambush (maybe also make it fast). As is, it is pretty solidly overshadowed by Disc of Itzema (0). — Death by Chocolate · 1488
This card is handy in scenarios that spawn enemies at set points, like when the Act or Agenda advances. If you bought it after "The Gathering," for example, it could prove clutch in Midnight Masks and The Devourer Below. Also, those enemies that spawn at Act or Agenda advancement are often difficult elites, making free damage all the better. — Mordenlordgrandison · 462
But you need to stay in the location so even if you know that an enemy will be spawn in the location A at some point, you need to stay in this location until the enemy is spawned. — AlexP · 267
Lodge Jailor

***this review is rife with spoilers

If you're looking to set up a secret society, you need a few things. First, an evil mastermind to head things up. Then, a millionaire convert to bankroll the enterprise. Also, plenty of slavish zealots willing to die for the cause. And last and most certainly least, the resident dufus, the Pinky to your Brain, the bumbling fool whose enthusiasm for the cause is a perpetual embarrassment to you, who coughs up your most carefully guarded secrets and farts during your most sinister rituals. You try to keep him out of the way by giving him a menial job in the catacombs, but you know he's always there, the weak link, ready to bring your whole organization down.

Behold, the Pinky of the Silver Twilight Lodge. I love him. If you manage this chucklehead right, he'll fetch you two, maybe even three of the keys you need. That's because every time he spawns, he has a new key on him! And fortunately for you, there are ways to keep him coming back again and again and again.

1) Once per game, you can be guaranteed to find Igor (he seems like an Igor) patrolling the Holding Cells. You know this is actually just where the Lodge keeps spare robes and incense, but to keep this dumbass out of the way, they told him the rooms are full of horrible monsters, and that it's up to him to make sure they don't get out! At any rate, my first order of business in any playthrough is to grab the Cellar key and head down to the Holding Cell in order to find out what super important Lodge artifact Igor has accidentally stumbled across.

2) The encounter deck has several cards that may let you recur Igor -- two copies of Mysterious Chanting and two copies of Call to Order. It's hit or miss, but if you have a choice, I recommend pulling him. Of the two, Call to Order is more reliable -- just make sure Igor is the only cultist you're knocking off. Then, enjoy the ensuing farce: Carl Sanford: "Gather, my brethren, as we usher in the new order, as we shed the limits of our primitive humanity and embrace godhood!" Igor, panting and sweaty: "Here I am boss." Carl: "Godammit..."

3) There are player cards that can keep Igor in circulation as well. Persuasion is a good one: it clears Igor's doom, snags his key, and shuffles him back in the deck all for one action -- but you do have to pass an 5 test. My favorite, though, is Dumb Luck. This card let's you filch one key off Igor, and then bring him back the very next turn with a new one. "Meddling wascals -- you took my key of bone! I was going to tell you about the onyx coin in my pocket but now I won't..."

In short, if you've been desperately racing the doom clock in most of your playthroughs, trekking up to the Vault and down to the Inner Sanctum in search of keys, consider an Igor run instead. And then go here to see his modern reincarnation: www.youtube.com

Monstrous Transformation

"Ashcan" Pete enjoys having this card immensely. It doesn't reduce his intellect at all, and his willpower stat is purely defensive so he doesn't much mind that getting nerfed, either. Meanwhile, the boost to combat allows him to save Duke actions purely for investigating while Ashcan wields either a weapon or makes use of cards like Brute Force and One-Two Punch to murder enemies with his bare (or bear) hands

ClownShoes · 160
A wolf and his dog. — MrGoldbee · 1484
I don't think this works with Duke... from reading the faq on The Skeleton Key, it implies that 'set' takes precedence over all other changes, so Duke couldn't change the base values anymore. — Hylianpuffball · 29
And if it does work, then... meh? Lose two willpower to gain one fist and two agility? It doesn't seem like this works any better for Pete than for any clue-secondary investigator. — Hylianpuffball · 29
About the only advantage Pete would have is his ability to take Peter Syvester, I suppose. Though the BMOC is hardly the best ally for him either. — suika · 9497
@Hylianpuffball: Ah, but Duke isn't a static "set to X" effect like Skeleton Key. When you use Duke to investigate, you are taking an action that temporarily overwrites Pete's base intellect for the duration of the skill test. Therefore, Monstrous Transformation wouldn't adversely affect it. Also, you're misunderstanding my point about the combat boost. When Ashcan goes into beast mode, he no longer has to rely on Duke to fight, freeing Duke up to sniff out clues while Ashcan punches stuff. A challenge with Ashcan/Duke has often been finding a way to make full use of all three actions, since Duke normally can only be used twice per turn. When Ashcan transforms, he can fight-investigate-investigate in a single turn, which seems pretty good to me! — ClownShoes · 160
Duke isn't a "Set" effect, but Monstrous Transformation is. — Hylianpuffball · 29
The rest of the FAQ on Skeleton Key does talk about setting "base" values, but allows it to be modified afterward. You can certainly play this to get a base intellect of 2, then investigate with a skill value of 4 with Duke. — toastsushi · 74
Duke isn't a modification of your base skill value. Your base skill value remains set at 2 when you Investigate with Duke's ability, but you use a different base skill value for the test, not your own base skill value. — suika · 9497
Ah, suika, you're right. Duke doesn't modify _your_ base value, but modifies the base value you use for the test. Kinda like the effects that day "You may use X for this test instead of Y", only in this case X is just always 4. — Hylianpuffball · 29